Update and install notes are in the description. This version is compatible with Medstar's Mod Manager.
Leader Overhaul Mod v1.7:
- Completely overhauls the Rebel leader
- Adds unit drops and/or powers for all leaders
- Fixes many bugs and updates the visuals of many units
- Features a drastic overhaul of the mod's balance
- Adds many alternate versions of maps to play on, each offering a fresh experience with gameplay very distinct from that of its original version. Credits to Shizle317 for everything map related
How to install manually:
*If you are updating from a previous version, delete the previous version before installing.
Download and extract this .rar archive using WinRAR or an equivalent program.
If you are using the Steam version, you may place the "LeaderOverhaulMod v1.7" folder anywhere. If you have the windows store version, then you must put it here:
C:\Users\*YourUsername*\AppData\Local\Packages\Microsoft.BulldogThreshold_8wekyb3d8bbwe\LocalState
Open the "LeaderOverhaulMod v1.7" folder, then open "ModData" and copy the address/path.
Then, go to:
C:\Users\*YourUsername*\AppData\Local\Halo Wars
Right click, create a .txt file and name it "ModManifest".
Open ModManifest and paste in the address that was copied.
Save ModManifest, and you're done
Example of the mod folder path:
C:\Program Files (x86)\Steam\steamapps\common\HaloWarsDE\Medstar's HaloWarsDE Mod Manager\HWDE Mods\LeaderOverhaulMod v1.7\ModData
How to install with Medstar's Mod Manager:
Download and extract this .rar archive.
Download and install Medstar's Mod Manager
Follow the instructions given in the description of the Mod Manager
Place the "LeaderOverhaulMod v1.7" folder in the "HWDEMods" folder
Example of the mod folder path:
C:\Program Files (x86)\Steam\steamapps\common\HaloWarsDE\Medstar's HaloWarsDE Mod Manager\HWDE Mods\LeaderOverhaulMod v1.7\ModData
Change Log:
Global/Misc Changes:
- All Supply Pad, Warehouse, Stalk Cluster, Reactor, and Power Stalk Cluster upgrades now automatically close the circle menu when they begin researching
- AI players now use custom scout units correctly
- Added a Spectator leader option that instantly kills the player at the beginning of the match.
- Many bug fixes
Rebels:
- New units: Spade, Solenodon, Viper, EMP Trooper, Jackal Pirates, Rebel Grenadier Squad
- Replaced Rebel Commander with Lyrenne Castilla. Leader unit armed with a General Purpose Machine Gun and a Sniper Rifle Ability
- Removed Heavy Elephant and Rebel Rocket Infantry
- Reworked Tigers
- Player Rebel bases now use custom models
- Replaced Carpet Bomb with Rebel Sympathizer power
- Removed Unit train time reduction leader bonus
- New leader bonus: Vehicles and Air units have a chance to leave behind rubble that can be scavenge for supplies, or salvages with a Spade
- Added "Shock Troopers" unit drop power
- Added "To the Highest Bidder" unit drop power
UNSC:
- New units: Jackrabbit, Mongoose, Troop Transport Warthog, Armored Marines
- Warthogs (excluding the Troop hog), are now main vehicles and are buildable from the vehicle depot instead of the base
- Added "Greenhorns’ Lucky Day" unit drop power (Cutter)
- Added "Forge's Pet Project" unit drop power (Forge)
- Added "Pyromaniacs" unit drop power (Forge)
- Added "Sentinel Support" unit drop power (Anders)
- Added "Flare" leader power (Anders)
- Reworked Spartans. Each now has a unique armor ability, and a new set of upgrades
- Reworked Jerome and his upgrades
- Removed Grizzly upgrade. They are now exclusive to the "Forge's Pet Project" leader power
Covenant:
- New units: Cannon Fodder, Spec ops Grunt Squads, Elite Zealots, Elite Field Marshal, Elite General, Phantoms, Silent Shadow, Brute Stalker, Brute War Chieftain, Brute Honor Guard,
- Updated Grunt Tank visuals, and reworked its upgrades
- Updated Elite Ultras' fuel rod attack animations to allow them to fire more quickly, and be more responsive
- Updated Heavy Grunts' fuel rod attack animations to allow them to fire a bit faster
- Spirits and Phantoms are now in the Summit on a second page
- Elite Ultras, Brute Majors, Elite Honor Guards (with Swords), and Bomb Grunts have been removed from the main base. Most have been repurposed elsewhere
- Added "Arm of the Prophets" unit drop power (Arbiter)
- Added "Elite Drop Pod" unit drop power (Arbiter)
- Added "Time to Hunt" unit drop power (Tartarus)
- Added "Assemble the Pack" unit drop power (Tartarus)
- Added "Phantom Support" unit drop power (Tartarus)
- Added "Sword of the Prophets" unit drop power (Regret)
- Added "Goliath Support" unit drop power (Regret)
- Added "A Sacrifice I am Willing to Make" unit drop power (Grunts)
- Added "Grunt-Shaped Shields" unit drop power (Grunts)
- Reworked Elite Rangers: Their first upgrade now makes them dual wield, while their final upgrade now changes them into an air unit
- Reworked Elite Honor Guards: First upgrade now gives them a shield, and their final upgrade now gives them a chance to go berserk when their shield is depleted. When they berserk, they draw a sword and quickly charge into battle.
- Ghosts and Choppers are now located in the main base
- Brute Chieftains and Goliaths have been removed as a trainable unit option, and are now exclusively found in unit drops
- Jackal Snipers replaced with Skimisher commandos
- Removed Brute Captains
Flood:
- Added "Dispersal Pods" unit drop power
- Added “Gravemind’s Reach” power
- Added Infected variants of Heretic Elites, Heretic Grunts, Flame Warthogs, Gauss Warthogs, Rocket Warthogs, and Spades
- All player flood stalks now take up the appropriate amount of space (previously had an obstruction radius matching that of supply pads)
Heretics:
- Heretic Spirits replaced with Phantoms
- Updated Heavy Grunts' fuel rod attack animations to allow them to fire a bit faster
- Heretic Elite Ultras have been removed from the main base. Most have been repurposed elsewhere
- Added "Release the Flood" power (Sesa)
- Added "Our Prophets are False!" power (Sesa)
- Added "Holy Warriors of the Sacred Rings" unit drop power (Sesa)
Visual Changes:
- Reduced the size of some textures
- Human infantry now leave a bloodsplat when damaged, just like all other species
- Brutes and Regret now have red blood
- Overhauled Omega Team (campaign)
- Updated Red Team's visuals (including skirmish Jerome)
- Updated Arbiter's attack animations: They now deal damage multiple times throughout the animation, rather than just once at the end
- Renamed the Creep Rebel faction from "Rebels" to "United Rebel Front"
- Renamed the Creep Flood faction from "Flood" to Feral Flood
- Renamed the Creep Forerunner faction from "Forerunners" to "Forerunner Defense Systems"
- Updated many strings
- Falcons now have fancy lights
- Updated visuals for Heretic Elites and Sesa 'Refumee
- Shade Turrets (including those on Grunt Tanks) now take player color properly
- Jump Pack Brutes now throw Spike Grenades instead of Plasma Grenades
- Changed Shadow projectiles and attack speed for their plasma turret
- Fixed missing icons for Player buildings
- All Marines now use Halo 2 models
- Protos Scarab beams are now green
Balance Changes:
-
- Completely reworked DamageTypes (defense/armor) and WeaponTypes. There are now light, medium, and heavy variants of infantry, vehicles, air, and flood. These changes are intended to make everything a bit more intuitive. For example, Plasma and Forerunner weapons are stronger against Flood than ballistic weapons are.
- Increased the build time of all beacon buildings from 5 to 10 (from 0 to 10 for the Flood Roots)
- Increased Banshee Boost recovery time by 25% (the time it takes for them to start shooting after boosting)
- Reduced the turn rate buff from Power Turret upgrades by 50%
- Increased damage Ghosts take from using their Ram ability
- Decreased damage Choppers take from using their Ram ability
- Drastically reduced Infantry Grenade Launcher projectile height
- Protos Scarab beams now temporarily cause units they damage to move slower (similar to super sentinels' attack)
- Increased hitbox of Sesa's fully upgraded holograms to make them able to be hit properly
- UNSC and Rebel leader units can no longer be stunned
- Removed Cryo Bomb's ability to insta kill air units
- Heavy Grunts and Elite Ultras now fire their Fuel Rod Cannons faster
- Increased Brute Shot projectile speed by 100%
- Rocket Marines now cost 2 pop
- Rhinos now cost 5 pop
- Cobras now cost 4 pop
- Warthogs now cost 3 pop
- Gremlins now cost 3 pop
- Elephants now cost 4 pop
- Scorpions now cost 6 pop
- Sun Devils now cost 5 pop
- Grizzlies now cost 7 pop
- Wolverines now cost 4 pop
- Hawks now cost 3 pop
- Falcons now cost 3 pop
- Hornets now cost 3 pop
- Pelicans now cost 5 pop
- Cyclops now cost 2 pop
- ODST now cost 2 pop
- Heavy Grunts now cost 2 pop
- Elite Honor Guards now cost 2 pop
- Hunters now cost 3 pop
- Goblins now cost 3 pop
- Grunt Tank now cost 5 pop
- Wraiths now cost 6 pop
- AA Wraiths now cost 6 pop
- Locusts now cost 4 pop
- Prowlers now cost 3 pop
- Revenants now cost 3 pop
- Spectres now cost 3 pop
- Choppers now cost 2 pop
- UNSC/Rebel players now have 30 starting pop
- Removed the "DieLast" property from certain squad members in units such as Elites in Grunt Squads. This caused them to always be the last unit in the squad to die, which prevented damage effects that would cause kill the unit in one blow from doing so. Combat Medic Squads will be the only units to retain this effect
- Increased Wraith mortar Range by 28%
- Increased Wraith mortar Accuracy
- Increased Wraith mortar Projectile Velocity by 20%
- Canister Shell now uses the SmallArms damage type (nerf)
- Carrier Forms and all units with the role "Flood Combat Form" now have the same movement speed of 15
- All Marines, ODSTs, and Rebel Infantry now have a movement speed of 10 (unchanged for most)
- All Spartans have a base movement speed of 12 (unchanged for most)
- All Ranged Elites have a base movement speed of 12, while melee Elites have a movement speed of 18
- All ranged Brutes have a movement speed of 10, while melee Brutes have a movement speed of 18
- All ranged Jackals now have a movement speed of 12, while melee Jackals have a movement speed of 18
- Scorpions, Grizzlies, and Wraiths now have a movement speed of 12, down from 15, 20, and 20 respectively
- Reduced Scorpion, Heavy Scorpion, and Grizzly rotation speed
- Modified Locusts now cost 4 pop
- Gorgons now cost 4 pop
- Shadows now cost 6 pop
- Spirits now cost 5 pop
- Banshees now cost 3 pop
- Vampires now cost 4 pop
- Scarabs and Protos Scarabs now cost 25 pop
- Set Grunt/Jackal Squad build time to 12
- Set Jackal Sniper Squad build time to 12
- Elite Ultras now only require 1 tech level to train
- Set Elite Ultra build time to 20
- Set Elite Ranger build time to 20
- Set Heavy Grunt Squad build time to 15
- Set Brute Minor build time to 20
- Set Suicide Grunt build time to 20
- Set Grunt Deacon build time to 40
- Set Jackal Squad build time to 10
- Reduced Skirmisher Commando cost from 250 to 120
- Carrier Forms' first upgrade is now researched by default
- Carrier Forms now only require 1 tech level to train
- Tank Forms now require 2 tech levels to train
- Infection Forms now have a proper hitbox
- Reduced Rebel Infantry cost from 100 to 80
- Cyclops are now affected by vehicle-specific EMP effects (Like Gremlin stun)
- Marine squads are now only able to fire 1 Rocket at a time via their RPG ability (Grenade throw is unaffected)
- Rhinos now cost 600
- Elephants now cost 500
- Scorpions and Heavy Scorpions now cost 750
- Sun Devils now cost 600
- Wolverines now cost 500
- Cobras now cost 550
- Warthogs now cost 250
- Flame Warthogs now cost 250
- Rocket Warthogs now cost 300
- Gauss Warthogs now cost 350
- Gremlins now cost 250
- Hornets now cost 350
- Hawks now cost 350
- Falcons now cost 300
- Pelicans now cost 500
- Spirits now cost 500
- Banshees now cost 300
- Vampires now cost 400
- Locusts now cost 350
- Grunt tanks now cost 500
- Wraiths now cost 650
- Shadows now cost 650
- AA Wraiths now cost 600
- Spectres now cost 250
- Prowlers now cost 300
- Revenants now cost 300
- Grunt Ghosts now cost 100
- Grunt Goblins now cost 350
- Gorgons now cost 500
- Modified Locusts now cost 350
- Heretic Aggressor Sentinels now cost 125
- Protector Sentinels now cost 700
- Flood Swarms are now trainable at tech 1
- Flood Swarms are now Light Air rather than Anti-Air
- Bomber Forms now cost 350
- Set infected Snipers build time to 15
- Infected Heavy Infantry now cost 400
- Thrasher Forms now cost 450
- Tank Forms now cost 350
- Ranged Forms now cost 200
- Carrier Forms now cost 175
- Reduced the frequency at which Rebel Infantry throw grenades
- Flood Swarms now cost 125
- Set Flood Swarms build time to 10
- Set Heretic Aggressor Sentinels build time to 10
- Reduced AOE radius for Elite Honor Guards' sword attack by 50%
- Needlers now lose tracking against non-infantry targets
- Needles now stick to infantry for a second before bursting
- Increased velocity of Ghost and Vampire plasma projectile by 50%
- Increased Brute Chieftain hit points by 23%
- Increased Hunter hit points by 72%
- Increased Hunter fuel rod accuracy
- Hunters now passively deflect small arms projectiles
- Increased cooldown time for each Flood Beacon Drop charge by 45%
- Increased cooldown time for each ODST drop charge by 20%
- Heretic Heavy Grunt squads now cost 2 pop
- Reduced movement speed of all warthogs by 25%
- Reduced movement speed of revenants by 14%
- Increased Grunt Goblin movement speed by 11%
- Increased Cobra accuracy
- Increased Cobra passive deflection chance
- Drastically increased all Spartans' accuracy
- Juggernauts now spawn infection forms on death by default. Their final upgrade now increases the number of infection forms spawned, and adds a spore cloud
- Slightly reworked functionality of Flood Beacons
- Increased Needler super combine chance
- Skirmisher Commandos now have Needle Rifles instead of Carbines
- Protector Sentinels now cost 6 pop
- Increased carry capacity for transport leader powers
- Bomb Grunts no longer automatically explode when close enough to an enemy unit, they must target them and perform an animation first. They also will always explode when they die
- Aggressor Sentinels now fire multiple beams per attack
- Increased Enforcer Sentinel attack rate
- Increased hit points for all leader power drop ships by 98%
- Reduced Wolverine movement speed from 25 to 20
- Wolverine Volley ability now only targets buildings
- Reduced the cost of Infected melee infantry from 100 to 60
- Reworked AA Wraiths to actually be Anti-Air
- Removed the first upgrade for Spectres, Prowlers, and Needler Elites. They will now start the match with those benefits rather than needing to research the upgrade
- Reduced Infection Form train time by 38%
- Increased Canister Shell AOE radius by 25%
- Reduced the maximum amount of ODST drops that can be charged at one time from 5 to 3
- Increased Arbiter's movement speed by 11%
- Abominations now cost 35 pop
- All Scarab variants now cost 30 pop
- Sniper Towers now benefit from turret upgrades
- Sniper Towers are now buildsble at tech 0
- Sniper Towers (base turret slot) now cost 150
- Sniper Towers (deacon) now cost 250
- Vultures now cost 15 pop
- Increased Protos Scarab hit points by 10%
- Reduced Abomination hit points by 10%
- Vehicle Depots can now be built at tech 1
- Unsc leaders are now repairable at the same rate as covenant leaders (slower)
- Increased Rhino projectile height when locked down
- All leaders are now transportable by drop ships
- Carrier forms now only have one individual carrier form per squad
- Increased Heavy Grunt AOE radius by 230% and Accuracy
- Infantry units that wield Maulers, Flamethrowers, and Shotguns have had their range set to 15
- Infantry units that wield Plasma Pistols and SMGs have had their range set to 35
- Infantry units that wield Plasma Rifles, Needlers, Sentinel Beams, Spikers, Assault Rifles, and Magnums have had their range set to 40
- Infantry units that wield Brute Shots have had their range set to 45
- Infantry Grenade Throw abilities have had their range set to 45
- Infantry units that wield Fuel Rod Cannons, Plasma Launchers, Carbines, Rocket Launchers, DMRs, BRs, and Grenade Launchers have had their range set to 50
- Infantry units that wield Beam Rifles, Focus Rifles, and Sniper Rifles have had their range set to 75
- Spartans now have 10-15 more range than other units with the same weapons
- Added a passive small arms deflection to Brute Honor Guards, Brute Chieftains, and Brute War Chieftains
- Base turrets are now able to fire all the way around the base
- Hunters now have a significantly higher damage resistance in the front than in the back. The front uses the same damagetype as scarabs, meaning small arms and anti-infantry attacks will be very ineffective from the front. However, they use the HeavyInfantry damagetype in the back, so anti-infantry can counter them by attacking from behind
- Hunters now have the bonded shield upgrade by default
- Increased Hunter AOE radius by 100%, and increased their accuracy
- All Scarab variants now deflect all small arms fire
- Many projectiles that were not previously deflectable, such as Scorpion MGs or Banshee Plasma Cannons, are now small arms deflectable
- Reduced cost of Sesa's Release the Flood power from 600 to 400, gave it an extra charge, and allowed the spore clouds to move around very slowly rather than stay still
- Increased Stalker Form's base LOS from 55 to 75 to match other scouts
- Reduced LOS for Main Vehicle Warthogs, Spectres, Prowlers, Revenants, and Gremlins from 75 (scout LOS) to 55 (standard LOS)
- Reduced Thrasher form hitpoints by 10%
- Increased the cost of Flood Power Stalks' upgrade from 850 to 1000
- Reduced cost of Flood Stalk Clusters' 1st upgrade from 325 to 225
- Reduced cost of Flood Stalk Clusters' 2nd upgrade from 550 to 500
- Increased cost of Flood Beacon Drop from 50 to 125
- Flood nests are now tech 1
- Decreased cost of Infected ranged infantry from 150 to 110
- Decreased cost of Infected flamers from 150 to 125
- Flood infection forms can now be build from flood nests and heavy flood dens
- Increased cost of Base Turrets from 250 to 300
- Increased cost of Medium and Heavy Turret upgrades from 500 to 700 and from 800 to 1000 respectively
- Increased damage and hitpoint increases from Medium and Heavy Turret upgrades from 25% each to 30% and 35% respectively
- Increased Anti-Infantry Turret Upgrade's damage by 25%
- Increased Anti-Vehicle Turret Upgrade's damage by 32%
- Increased Anti-Air Turret Upgrade's damage by 20%
- Increased Anti Infantry Turret Upgrade cost from 100 to 150
- Ramming Targe now gives a 35% ram damage boost
- Reduced supply cost of all scout upgrades to incentivize their use
- Locusts and Modified Locusts are now able to climb terrain like scarabs can
- Increased Sesa Refumee's hitpoints by 18% and he now has a shield
- Arbiter now has a shield
- Increased Heroic and Legendary AI economy multipliers
- All scout upgrades now only take 20 seconds for the first upgrade, 30 for the second, and 40 for the third
- Increased Barrage Ability timer to 45 seconds to re-use from 30.
- Reduced the cost of Holodrones from 150 to 100
- Fixed a bug that prevented holodrones from garrisoning cover when they are fully upgraded
- Reduced tech level requirement for Pelicans, Spirits, and Phantoms from 2 to 1
- Grunt Goblins no longer have their supercombine upgrade
- Improved functionality of Enforcer shields. They now have a shield bar and damage from all sources is now stopped by the shield (previously only small arms was deflected by the shield).
Was not expecting an update. Especially one of this magnitude. Now wonder why it took son long. You even edited some of the maps. Nice work!
Awesome looks great
One of the things I was most looking forward to this year! <3
Amazing update, I love the maps. Is the AI not knowing how to use certain buildings and leaders a bug or just the AI being dumb?
Good Mod, but when i played Relic Interior, this mission is F**KED up with these Bomb Grunts & Hunters, can you please nerf the mission in a future update?
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Pelican Still requires Tech 2 even though you can build Airbase at Tech 1?